The 4C System



4C System

4C is a RPG toolkit rather than complete game system; it provides a foundation for you to build upon. As presented, 4C is specifically for superhero roleplaying though it could be adapted to other genres with a bit more work.

NOTE: This is the text-only version. Page references are not completed and appear as (p. 00). Publishers are encouraged to use this text as a basis for their own projects.

For Gamers

As a gamer you can use 4C to “build” your own game system or to assist in converting 4C products to similar systems. 4C is not a replacement for any games that you may already own but is, rather, an aid.

For Publishers

You can use 4C as the basis for an entirely new game – strip out the powers and drop in appropriate origins and “classes,”* for example, to create a fantasy game – or as common ground for the development of material that is compatible with other games that use a similar system.
4C is released to the public as public domain and almost every part of the text, including the title, is open for use (the names of those involved in the creation of 4C are not open for use). The copyright on 4C is unassigned and the text is donated to the public domain; anyone can use this material for their own products and with their own ideas.
* A class could be nothing more than a set package of abilities; by selecting a “class” the character gains specific skills and abilities.

Hall Of Heroes

We would like to thank and recognize everyone whose generous donation to this project allowed it to be realized; without them there would be no 4C:

Angus Abranson
George C. Alexander
James Bell
Johnathan L. Bingham
David Boddie
Michael Bradford
Timothy S. Brannan
Lou Goncey
Christopher Helton
Nathan Herrold
Fred Hicks
Keith Higdon
Gregor Hutton
Neal H. Jones
Tim Kirk
Rod Landreth
Jay Libby
Art McMahon
Jason R. Morgan
Brain Nisbet
Daniel Proctor
Jeff Rients
Walt Robillard
Gerry Saracco
Dave Schaefer
Richard Scott
Jeremy L. Steffen
Law C. Stinson
Benjamin R. Terry
Niniri Theriault
Jonathan M. Thompson
Pat Tracy
Grady Victory
Brent Wolke,

And several others who have chosen to remain anonymous.

Dice

4C uses “percentile dice”, two differently colored ten-sided dice with one die designated the “tens” die and the other the “ones” die. Whenever the rules state roll d% roll both dice to generate a number between 0 (both dice show “0”) and 99 (both dice show “9”).
Example: Richard rolls d%. The “tens” die comes up 8 and the “ones” die comes up 3, for a roll of 83.

Remember that unlike many other systems, a result of 00 in 4C is 0 rather than 100.

Advanced

Throughout this text are boxes marked as “Advanced.” These boxes present new rules and ideas that build on the basic text. Publishers and players can mix and match these rules to create a system for their exact needs. Publishers, for ease of reference, are encouraged to stick to either the Basic or Advanced version when creating a compatible product and cite which version is used for their product. If you’re creating an entirely new game based on this system compatibility is not a concern and you’re free to do anything you wish.

Characters

Character Origin

The first step in character creation is to determine the character’s origin. Roll d% on the following table:

Roll     Origin
00-04   Robot
05-09   Alien
10-39   Skilled Human
40-59   Changed Human
60-79   Mutant
80-99   Technologically Enhanced

Robot  The character is a robot or perhaps some other construct, such as a golem.
Alien   The character is a being from another world or dimension such as a Martian, elemental, angel, or devil.
Skilled Human           The character is a highly skilled human; any “powers” are actually superior training or specialized devices.
Changed Human       The character was human but became superhuman through some outside agency, often an accident or experiment.
Mutant           The character was born with or destined to develop superhuman powers.
Technologically Enhanced   The character’s powers are the result of devices and gadgets.

BEGIN BOX

Advanced Character Origins

As per standard character creation, roll randomly for traits, powers, and skills and then modify the results for the origin of the character:

Origin Modifiers
Robot  The Rank Values (see p. 00) of all Primary Traits (see p. 00) are each increased by +10. The character’s Repute (see p. 00) is reduced to 0.
Alien   The Rank Values of all Primary Traits are each increased by +10. The character loses one power (see p. 00) but still retains a minimum of one power.
Skilled Human           The character gains three bonus skills (see p. 00).
Changed Human       One of the character’s Primary Traits (select one) is increased by +10.
Mutant           The character’s Fortitude (see p. 00) is increased by +10. The character’s Lifestyle (see p. 00) is reduced by -10 (minimum of 1). The character gains one bonus power (see p. 00) and all of the character’s powers should be innate and not derived from equipment. The character’s Repute is reduced to 0.
Technologically Enhanced   The character’s Intellect (see p. 00) is increased by +20. The character’s Lifestyle (see p. 00) is increased by +20.
END BOX

Traits

4C characters are defined by a set of distinct Traits. Each character has two types of Traits: Primary and Secondary. Primary Traits are defined by Rank Values (see p. 00), Secondary Traits are defined by either Rank Value or a numerical score (see individual Secondary Traits for details).

Primary Traits

4C features a total of seven Primary Traits:

Melee

This Primary Trait is the measure of a character’s expertise in melee combat. When kicking, punching, stabbing, or otherwise fighting in close quarters, this Trait determines the success or failure of the attack.

Coordination

This Primary Trait is the measure of a character’s physical proficiency. When shooting, throwing, dodging, balancing, or otherwise employing physical nimbleness, this Trait determines the success or failure of the action.

Brawn

This Primary Trait is the measure of a character’s physical power. When lifting heavy objects, determining damage with melee or thrown attacks, throwing an object a certain distance, or otherwise engaged in activities relying on physical power, this Trait determines the success or failure of the action.

Fortitude

This Primary Trait is the measure of a character’s physical stamina and robustness. When attempting to hold breath, resist sickness, overcome toxins, ignore fatigue, keep from dying, or otherwise engaged in physically strenuous tasks, this Trait determines the success or failure of the action.

Intellect

This Primary Trait is a measure of the character’s intelligence. When attempting to invent, solve a problem, learn, or otherwise use smarts, this Trait determines the success or failure of the action.

Awareness

This Primary Trait is a measure of the character’s intuition.  When attempting to sense danger, spot something, recognize a hunch, or otherwise work on instinct rather than analyzing a situation, this Trait determines the success or failure of the action.

Willpower

This Primary Trait is a measure of the character’s mental strength. When dealing with psychic abilities, magic powers, issues of willpower, or otherwise using powers of the mind, this Trait determines the success or failure of the action.

Determining Primary Trait Rank Values

Roll d% once on the following table for each Primary Trait to determine its Rank Value:

Dice Roll         Rank Value
00-04   1
05-09   3
10-19   6
20-39   10
40-59   20
60-79   30
80-95   40
96-99   50

Secondary Traits

4C characters have four Secondary Traits:

Damage

This Secondary Trait is a measure of the physical punishment a character can suffer before dying. This Secondary Trait uses a numerical score (not Rank Value) that is decreased as the character takes damage. This Secondary Trait, as well as damage and healing, is addressed on p. 00.
This Secondary Trait’s starting value is calculated by adding up the Rank Values of the character’s first four Primary Traits (Melee, Coordination, Brawn, and Fortitude).

Fortune

This Secondary Trait is a measure of the character’s ability to use luck, training, and/or experience to influence the present. This Secondary Trait uses a numerical score (not Rank Value) and points may be spent from it to affect die rolls and improve the Rank Values of Primary Traits; for a complete discussion on this see p. 00.
This Secondary Trait’s starting value is calculated by adding together the Rank Values of the character’s last three Primary Traits (Intellect, Awareness, and Willpower).

Lifestyle

This Trait is a measure of the character’s wealth and ability to procure needed items and services; this Trait and its usage are covered on p. 00.
To calculate the Rank Value for this Secondary Trait roll once on Table 1.

Repute

This Secondary Trait is a measure of how well the character is known; the greater the score the more popular the character. This Secondary Trait uses a numerical score (not Rank Value); how this Trait influences the game is covered on p. 00.
To calculate this Secondary Trait’s value roll d% and divide the result by 3 (round up).

Rank Values

Rank Values are the numerical representation of Traits and power levels in 4C. Rank Values range from 0 to 1000. Most characters will have Rank Values in the 1-50 range with exceptionally powerful characters having Rank Values of 51 or greater. Although no character may have a Rank Value of 0, characters may be reduced to the rank of 0 in special situations (see p. 00). Here is a comparison of the different Rank Values:
Rank Value Range    Description
1-2       Minimum human
3-5       Below-average human
6-9       Average human
10-19   Above-average human
20-29   Exceptional human
30-39   Maximum human limit
40-49   Low superhuman
50-74   Superhuman
75-99   High superhuman
100-149           Low cosmic
150-999           Cosmic
1000    Beyond comprehension

BEGIN BOX

Optional Rule: Rank Names

Although not necessary, Gamemasters may wish to assign names to the various Rank Value ranges as a means of adding additional flavor. The following is a list of suggested Rank Names.
Rank Value Range    Rank Name
1-2       Doddering, Feeble, Weak
3-5       Inferior, Poor, Shabby
6-9       Average, Mundane, Typical
10-19   Accomplished, Competent, Good
20-29   Excellent, Exceptional, Skillful
30-39   Extraordinary, Remarkable, Super
40-49   Fantastic, Incredible, Wonderful
50-74   Amazing, Astounding, Legendary
75-99   Colossal, Monstrous, Monumental
100-149           Astonishing, Marvelous, Unearthly
150-999           Inconceivable, Indescribable, Unthinkable*
1000    Incomprehensible, Improbable, Unimaginable**

* Rank Values of this magnitude can also be described using abstract terms such as Move A, Shift 1, or Step X.
** Rank Values at this level may best be described in abstract terms such as Class A, Magnitude 1000, or Mark Z.
END BOX

BEGIN BOX

Advanced Rank Values

The Advanced game takes the highest Rank Value groups and divides them so that instead of 12 groups (13 if you count 0) there are now 17 (18 with 0). This is primarily for the introduction of extremely powerful (cosmic) beings. If you’re running a fairly low-level game you may want to stick with the smaller selection.
END BOX

Skills

After Origins and Traits characters may possess skills, mundane talents that grant them a benefit when performing a specific action or operating in a pre-determined field of expertise.

Skill Determination

To determine the number of skills a character possesses roll d% on the following table:

Roll     Number of Skills
00-19   1
20-59   2
60-89   3
90-99   4

Using Skills

Such things as Acrobatics, Investigation, Pilot, Drive, and Martial Arts are considered skills; discuss the skills you would like a character to have with the Gamemaster for approval. A skill grants a +1 Row Step bonus (see p. 00) when making any rolls on the Master Table during an action appropriate to the skill in question.

Advanced Skills

With Gamemaster approval a character may take one advanced skill in place of two skills. An advanced skill grants a +2 Row Step bonus (see p. 00).

BEGIN BOX

Advanced Option: Contacts

In place of a skill a character may possess a contact. A contact is a friend or acquaintance the character can call on for assistance. Contacts must be cleared with the Gamemaster though any reasonable contact idea should be automatically allowed. (Attempting to claim the President of the U.S. as a contact is going to be a lot more difficult to have approved by the Gamemaster than a low-level police officer.)
END BOX

Powers

Powers are what make the character a superhero.

Power Determination

To determine the number of powers a character possesses roll d% on the following table:

Roll     Number of Powers
00-19   2
20-59   3
60-89   4
90-98   5
99        Magic*

* Magic is a unique power able to replicate all other powers (see p.00)

Once you’ve determined the number of powers for a character roll d% once for each power on the following table to determine the character’s specific powers:

Roll     Power

00-03   Animal Command
04-07   Body Armor
08-11   Claws
12-15   Contaminant Resistance
16-19   Elasticity
20-23   Elemental/Energy Control
24-27   Extra Body Parts
28-31   Fast Attack
32-35   Flight
36-39   Force Field
40-43   Growth/Shrinking
44-47   Invisibility
48-51   Mind Control
52-55   One-of-a-Kind Weapon
56-59   Phasing
60-63   Physical Metamorphosis
64-67   Regeneration
68-71   Shapeshift
72-75   Super Leap
76-79   Supersense
80-83   Superspeed
84-87   Telekinesis
88-91   Telepathy
92-95   Teleportation
96-99   Wall Crawling

If you roll the same power twice you may elect to either increase the power’s Rank Value by +20 or roll again on the table.

BEGIN BOX

Advanced Power Selection

If playing under the Advanced options, characters have a larger number of powers available. Roll d% once for each power on the following table to determine the character’s specific powers:

Random Power Selection

Roll     Power

00-01   Absorption
02-03   Alter-Ego
04-05   Animal Command
06-07   Astoundingly Wealthy
08-09   Body Armor
10-11   Burrowing
12-13   Celebrity
14-15   Chameleon
16-17   Claws
18-19   Contaminant Resistance
20-21   Combat Awareness
22-23   Detection
24-25   Dimension Jump
26-27   Elasticity
28-29   Elemental/Energy Control
30-31   Elemental/Energy Generation
32-33   Extra Body Parts
34-35   Fast Attack
36-37   Flight
38-39   Force Field
40-41   Growth/Shrinking
42-43   Headquarters
44-45   Improved Skills
46-47   Invisibility
48-49   Mind Control
50-51   Mind Shield
52-53   Nine Lives
54-55   Nullification
56-57   One-of-a-Kind Weapon
58-59   Paralyzing Touch
60-61   Phasing
62-63   Physical Metamorphosis
64-65   Plant Control
66-67   Protected Sense
68-69   Reflection
70-71   Regeneration
72-73   Shapeshift
74-75   Sidekick
76-77   Super Leap
78-79   Supersense
80-81   Superspeed
82-83   Telekinesis
84-85   Telepathy
86-87   Teleportation
88-89   Trait Boost
90-91   Trait Increase
92-93   Vehicle
94-95   Wall Crawling
96-97   Water Native
98-99   Weapon

If you roll the same power twice you may elect to either increase the power’s Rank Value by +20 or roll again on the table.
END BOX

Determining Power Rank Values

Roll d% once on the following table for each Power to determine its Rank Value:

Dice Roll         Rank Value
00-04   1
05-09   3
10-19   6
20-39   10
40-59   20
60-79   30
80-95   40
96-99   50

Power Descriptions

The following are the descriptions of the various powers. Each description includes general ways in which the power can be used during a game session. The Gamemaster sets the difficulty (see p. 00) for specific actions attempted by characters with their powers.

Absorption

The character is immune to damage inflicted by a specific elemental or energy type (select one, see p. 00) up to the Rank Value of this power. Any damage inflicted over the Rank Value of this power is suffered normally.
The character may use the absorbed energy in one of two ways:
  1. Healing. The character instantly recovers a number of damage points equal to the damage absorbed, up to his maximum value.
  2. Attack. The character, on his next turn, may unleash the absorbed energy as an attack. Treat as an appropriate elemental or energy control attack with a Rank Value equal to the number of damage points absorbed.

Alter-Ego

The character possesses another form, a different persona he can willingly change into. Create a second character to use as this character’s Alter-Ego. The second character automatically has no powers and is a skilled human (do not roll for powers or origin). Additionally, the second character cannot possess any primary trait with a Rank Value greater than 30; any result rolled over 30 is automatically reduced to 30.

Animal Command

The character can communicate with and control animals. To successfully communicate with an animal the character must roll d% on the Master Table using the Rank Value of this power or the character’s Willpower +10, whichever is greater. A result of red or greater indicates successful communication. To control an animal, the character must achieve a yellow result.
The character can control one type of animal (such as birds, reptiles, mammals, sea creatures, etc.), which must be determined at the time of the character’s creation.

Astoundingly Wealthy

Not a “power,” this result increases the character’s Lifestyle (see p. 00) by +50 and Repute (see p. 00) by +20.

Body Armor

The character has armor of some kind, perhaps thick hide or a protective bodysuit, which reduces damage by an amount equal to the Rank Value of this power. For more about armor see p. 00.

Burrowing

The character possesses the ability to tunnel beneath the earth, moving at a rate equal to his normal running speed (see Movement, p. 00) through any subterranean terrain with a material rank equal to or less than the Rank Value of this power. The character cannot burrow through other characters.

Celebrity

Not a “power,” this result increases the character’s Repute (see p. 00) by +30. The character is so famous that whenever he would gain or lose Repute (see p. 00) the values are doubled. The character cannot possess a secret identity.

Chameleon

The character’s body, as well as worn or carried items, can be changed at will allowing the character to blend into the surroundings. This is similar to Invisibility (see p. 00), except it is easier to detect the character; anyone searching for the character rolls d% and adds the Rank Value of their Awareness trait to the roll and compares it against the character’s d% roll plus the Rank Value of this power. If the character rolls higher than the searcher the character remains hidden.

Claws

The character has some form of claws, either a natural part of the character’s body or a worn item. The character uses the Rank Value of either the character’s Melee or this power to make slashing attacks. Claws are treated as a one-handed weapon for purposes of damage (see p. 00).
Optional: Instead of claws the character possesses another type of weapon of the player’s choosing which may be used for bashing or slashing attacks (choose one).

Combat Awareness

The character has a special sense that alerts the character to danger seconds before it strikes. In all instances in which the Awareness trait is used the character uses the Rank Value of this power or the character’s Awareness +10, whichever is greater.

Contaminant Resistance

The character possesses a strong resistance to toxins, diseases, and the like. Any time the character must roll to resist the effects of poison, disease, or similar environmental hazards the character may use the Rank Value of this power or the Rank Value of Fortitude +10, whichever is greater.

Detection

The character has the ability to detect a specific form of energy, power, or supernatural presence. Select one type from the following list:

Magic  The character can detect magical energy – spells, artifacts, those with the ability to use magic, etc. – within a number of sectors equal to the Rank Value of this power.
Magnetic        The character can detect magnetic fields – usually powers of those possessing magnetic control – within a number of sectors equal to the Rank Value of this power.
Psionic            The character can detect psionic activity or ability –when a power is used or someone possesses a power – within a number of sectors equal to the Rank Value of this power.
Radioactive    The character can detect radioactive energy within a number of sectors equal to the Rank Value of this power.
Spirit   The character can detect spiritual activity – such as ghosts – within a number of sectors equal to the Rank Value of this power.

The above is by no means a complete listing of available detection powers. Players that wish to possess a form of detection not listed here are encouraged to discuss the idea with their Gamemaster.

Dimension Jump

The character can move at will between dimensions. The character may freely jump to another dimension he has previously visited but visiting a new dimension requires the character to roll d% on the Master Table using the Rank Value of this power. A result of black means that the character arrives dazed at the destination dimension and must spend the next turn recovering (the character may take no actions that turn).

Elasticity

The character’s body can stretch, allowing the character to attack someone in a different sector. A character with this power can stretch a number of sectors equal to this power’s Rank Value divided by 10 (round up).

Elemental/Energy Control

The character has the ability to control a single element or type of energy chosen from the list below. The character can only manipulate an existing source of the element or energy; the character does not possess the ability to spontaneously create the element or energy.

Elemental Control
Air      The character can manipulate winds to attack, create force fields, lift objects, etc.
Earth  The character can manipulate the ground to attack, create walls of earth that act as armor, lift objects, etc.
Fire     The character can manipulate fire to attack, increase or decrease the temperate of a flame, create a wall of fire like a force field, etc.
Water The character can manipulate water to attack, create walls of water that act as armor, lift objects, etc.

Energy Control
Electrical        The character can manipulate electricity to attack, create force fields, lift objects, etc.
Light   The character can manipulate light to attack, blind opponents, create force fields, etc.
Magnetic        The character can manipulate ferrous metals to attack, create walls of metal that act as armor, lift metallic objects, etc.
Sound The character can manipulate sound to attack, lift objects, create force fields, etc.

Note that the above are guidelines only. The exact extent of what these powers can do is up to the Gamemaster.
Weather Control: A subset of elemental/energy control, a character may choose to manipulate the weather. This power can be especially powerful since it allows a character to manipulate air, lightning, rain, and any other aspect associated with storms/weather so the Gamemaster may choose to have Weather Control count as two of a character’s powers.
Attacking: A character using Elemental/Energy Control to attack may use either the power’s Rank Value or the character’s Melee Rank Value +10, whichever is greater, for melee attacks. For ranged attacks use the power’s Rank Value or the character’s Coordination Rank Value +10. Damage inflicted in either case is equal to the power’s Rank Value.
Force Field/Armor: See the respective powers.
Lifting Objects: The upper weight limit of an object the character may lift is based on the power’s Rank Value:

Rank Value    Weight
1-2       50 lb.
3-5       100 lbs.
6-9       200 lbs.
10-19   400 lbs.
20-29   800 lbs.
30-39   1 ton
40-49   10 tons
50-74   50 tons
75-99   80 tons
100-149           100 tons
150-999           200 tons
1000+  400 tons

Elemental/Energy Generation

The character has the ability to spontaneously generate a single element or type of energy chosen from the the Elemental/Energy Control power (see p. 00) list. The character can also control the chosen element or energy as per the Elemental/Energy Control power (see p. 00) but that control is at an effective Rank Value equal to one-half the Rank Value of this power.
A character that possesses matching Elemental/Energy Control and Elemental/Energy Generation gains a permanent +10 Rank Value bonus to both powers.

Extra Body Parts

The character additional body parts beyond two arms and two legs, either a completely new part (such as a tail) or extras of an existing part (four arms instead of two). Extra parts do not grant a character bonus attacks.

BEGIN BOX

Advanced Extra Body Parts

In the Advanced game, the character selects a single extra body part. Extra body parts function as follows:

  • Claws: The character gains the Claws power (see p. 00). If the character already possesses the Claws power the power’s Rank Value is increased by +20.
  • Extra Arms: The character gains one bonus attack each turn.
  • Extra Legs: The character moves faster; increase movement by 1 sector each turn.
  • Shell: The character gains the Body Armor power (see p. 00). If the character already possesses the Body Armor power the power’s Rank Value is increased by +20.
  • Tail: The character gains one bonus attack each turn and may use the tail as if it were an extra arm.
  • Wings: The character gains the Flight power (see p. 00) with the speed determined by the Rank Value of this power. If the character already possesses the Flight power the power’s Rank Value is increased by +20.
END BOX

Fast Attack

A character with this power can attack a number of times each turn based on the power’s Rank Value:

Rank Value    Attacks/Turn
1-29     2
30-49   3
50+      4

Flight

The character can fly either through the use of an item or by innate means. When flying the character can move a number of sectors per turn depending on the Rank Value of the power:

Rank Value    Sectors/Turn
1-2       1
3-5       2
6-9       3
10-19   4
20-29   5
30-39   6
40-49   7
50-74   8
75-99   9
100-149           10
150-999           15
1000    *
* The character can circle the world in a single turn.

Force Field

The character has the ability to generate a force field, either through mental powers or a device.
Device: The force field acts as armor (see p.00) with a Rank Value equal to the power’s Rank Value. If an attack deals damage in excess of this force field’s Rank Value the device is shorted out for 1-10 turns (during which time it cannot be used).
Mental: The force field acts as armor with a Rank Value equal to the power’s Rank Value or the character’s Willpower +10, whichever is greater. If an attack deals damage in excess of the force field’s Rank Value or the character’s Willpower +10, whichever is greater, the character must roll d% on the Master Table using the Rank Value of the character’s Fortitude. A result of black leaves the character dazed and the character must spend 1-10 turns recovering (the character may take no actions during that time). On any other result the character is dazed for one turn.

Growth/Shrinking

The character can grow larger or smaller (select one), to a maximum/minimum height as shown on the table below:

Rank Value    Maximum Height      Minimum Height
1-2       9 feet   4 feet
3-5       12 feet 3 feet
6-9       15 feet 2 feet
10-19   18 feet 1 foot
20-29   21 feet 6 inches
30-39   24 feet 3 inches
40-49   27 feet 2 inches
50-74   30 feet 1 inch
75-99   60 feet ½ inch
100-149           120 feet           ¼ inch
150-999           240 feet           1/8 inch
1000    480 feet           1/16 inch

When using Growth, the Rank Value of the character’s Brawn is changed to the Rank Value of this power or the character’s Brawn Rank Value +10 whichever is greater. Opponents attacking the bigger character gain a +1 RS bonus on their attacks.
When using Shrinking the Rank Value of the character’s Brawn is unaffected. Anyone attacking the character when using this power suffers a -1 RS penalty and the character gains a +2 RS bonus to attacks. 

Headquarters

The character possesses a secret headquarters. The headquarters size and location must be approved by the Gamemaster. The exact makeup of the headquarters – weapons locker, garage, communications center, prison, etc. – must also be approved by the Gamemaster. The Rank Value of the headquarters should be used as a rough guide.

Rank Value    Possible Size and Contents
1-5       A secret room in an apartment. May include a computer and basic lab. Nothing sophisticated.
6-9       An apartment. A home gym would be appropriate. Maybe one piece of advanced technology.
10-19   A house. A few dedicated rooms serve as an armory, a brig, or other specialized duty. May include a garage.
20-29   A mansion. Sprawling, spacious, and loaded with extras.
30-39   A compound. Multiple buildings behind a sturdy fence or wall. A character with a headquarters of this size most likely does not have a secret identity.
40-49   A skyscraper. Some floors may be rented out as offices or apartments but most of the building is dedicated to the character’s pursuit against crime.
50+      An orbital complex, subterranean city, inter-dimensional residence, or other highly unusual and/or massive complex.

A headquarters can be of a smaller size than suggested. A Rank Value 50 headquarters, for example, could be a single well-outfitted mansion.

Improved Skills

Not exactly a “power,” this result grants the character two bonus skills and increases the Row Step bonus of one skill to +3.

Invisibility

The character can become invisible and remain so for as long as desired. Sound, scent, heavy rain, and other methods can still give an invisible character away. The character may also attempt to turn objects or other characters invisible by touching them. Roll d% on the Master Table using the Rank Value of this power, on a result or red or greater the item or character touched is invisible and remains so as long as the character touches it.

Magic

The character possesses knowledge of, and ability to use, magic. Magic allows the character to cast “spells” that duplicate any other power in the game; as a result Magic is the sole power the character may have. A character may use only one spell per turn.
Duplicated powers function as described in the individual power sections and at a Rank Value equal to the character’s Magic Rank Value.

Mind Control

The character can take over the minds of others. A target of Mind Control must be within visual range of the character and must possess a Willpower Rank Value less than the Rank Value of this power or the character’s Willpower, whichever is greater.
To take control of another the character must roll d% on the Master Table using the Rank Value of this power or the character’s Willpower +10, whichever is greater. If the result is black the mind control attempt fails. If the result is red or greater the target is controlled until the character releases the targeted character or the target is ordered to do something out of the ordinary (such as injure a companion) at which point the target rolls d% on the Master Table using the Rank Value of the target character’s Willpower. A result of red or greater is needed to break free of the mind control.

Nine Lives

The character is exceptionally lucky. At the start of each game session the character gains a pool of Fortune points (see p. 00) equal to twice the Rank Value of this power. These points must be used during that game session to affect die rolls and cannot be saved or used for character improvement. Additionally, once each game session the character may roll the dice without declaring the tens die until after the roll.

Nullification

The character possesses the ability to nullify – completely negate – the powers of others within a number of sectors equal to one-tenth the Rank Value of this power (round up). To use this power the character must roll d% on the Master Table using the Rank Value of this power. If the result is black the nullification attempt fails and the character suffers damage equal to one-half (round up) the Rank Value of the power the character attempted to nullify. If the result is red the targeted power works at half its effectiveness (round up). On any other result the power is negated for this turn.

One-of-a-Kind Weapon

The character owns a unique weapon of the player’s choice which deals damage equal to its Rank Value.
Melee Weapon: The character makes melee attacks with the weapon using the weapon’s Rank Value or the character’s Melee +10, whichever is greater.
Ranged Weapon: The character uses the weapon’s Rank Value or the character’s Coordination +10, whichever is greater, when attacking.
Incorporated Power: At the player’s discretion one of the character’s other powers may be incorporated into the weapon increasing the Rank Value of the incorporated power by +10 but losing the use of the incorporated power if the weapon is lost or stolen.

Paralyzing Touch

The character’s touch can render opponents unable to move. To paralyze an opponent the character must first hit with a melee attack (see p. 00) which deals no damage. The target must then roll d% on the Master Table using the target’s Fortitude Rank Value to resist. If the result is black the target is paralyzed – knocked down and unconscious – for a number of rounds equal to one-tenth the Rank Value of this power (round up).

Phasing

The character‘s body can change into an insubstantial form allowing the character to “phase” through objects. The power grants the character armor (see p. 00) at the Rank Value of this power.

Physical Metamorphosis

The character’s body can change into an unusual material, selected from the list below, at will. When metamorphosed the character possesses the traits of the material and gains armor (see p. 00) equal to the Rank Value of this power.
Energy            The character transforms into a being of pure energy (choose electricity, light, radiation, etc.). When in energy form the character may do such things as:
  • Jump into power lines and travel through them. (Electricity)
  • Move at the speed of light. (Light)
  • Cause radiation burns and sickness. (Radiation)
Fire     The character transforms into a being of pure fire. When in fire form the character is capable of setting things on fire.
Metal  The character transforms into a being of pure metal (player’s choice as to the kind of metal). The Rank Value of the character’s Brawn is changed to the Rank Value of this power or the Brawn Rank Value +10, whichever is greater.
Water The character transforms into a being of pure water. When in water form the character may choose to flow like water, running through cracks and other small spaces.
Damage: Depending on the form and Gamemaster approval the character may make use of the Rank Value of this power to determine damage when attacking (punching with fists of steel, igniting things if made of fire, etc.).

Plant Control

The character can control plants, forcing them to twist and turn and using them to wrestle, attack opponents, or block attacks (see p. 00). The character performs all of these actions, through a chosen plant, using the Rank Value of this power or the character’s Combat +10, whichever is greater. The character can control a number of plants each turn equal to the number of times he can attack in a turn (controlling counts as an attack). The character can only control plants within a number of sectors equal to one-tenth the Rank Value of this power (round up). 

Protected Sense

One of the character’s senses – either a normal sense (sight, hearing, etc.) or a supersense (see p. 00) – is completely immune to damage or attacks of a Rank Value equal to or less than the Rank Value of this power. Touch, though a sense, cannot be protected.

Reflection

The character possesses the ability to reflect the effects of another character’s power back at the originating character. To use this power the character must roll d% on the Master Table using the Rank Value of this power. If the result is black the reflection attempt fails and the character suffers the normal effects of the power. If the result is red both the character and the originator of the affected power suffer the normal effects of the reflected power. On any other result the power is reflected back and the originator suffers the power’s full effect.

Regeneration

The character heals quickly. Once per turn, instead of taking another action, the character may recover a number of Damage points equal to the Rank Value of this power.

Shapeshift

The character can turn into any shape desired (animals, other characters, objects) though the character retains the character’s original size (unless the character also has the Growth or Shrinking powers). The change is automatically successful unless the character attempts to impersonate a specific thing (such as another character) at which point roll d% on the Master Table using the Rank Value of this power. A result of black means the character fails to adequately copy the character or object and can be easily identified.

Sidekick

The character possesses a sidekick that assists him on adventures (and is the perfect tool when the Gamemaster wants to cause trouble). Create a second character. This new character may possess no primary trait greater than the main character’s and cannot possess more than one-half the number of powers (round up) of the main character. Any results that would break these two rules are automatically reduced. The sidekick is under the Gamemaster’s control.

Superleap

The character can jump across great distances. The character may leap up to a number of sectors each turn depending on the Rank Value of the power:

Rank Value    Sectors/Turn
1-2       1
3-5       2
6-9       3
10-19   4
20-29   5
30-39   6
40-49   7
50-74   8
75-99   9
100-149           10
150-999           15
1000+  *
* The character can circle the world in a single turn.

Supersense

The character possesses a single extraordinary sense such as superhearing or supersight. Rolls made to use the heightened sense use this power’s Rank Value or the character’s Awareness +10, whichever is greater.
A player may, with Gamemaster approval, have an entirely new sense. For example, a character may be blind but possess echolocation (“seeing” like a bat) or infravision in addition to normal sight allowing the character to see in darkness without penalty.

Superspeed

The character can run at superhuman speeds. The character can move up to a number of sectors per turn based on the Rank Value of this power or the character’s Coordination +10, whichever is greater:

Rank Value    Sectors/Turn
1-2       1
3-5       2
6-9       3
10-19   4
20-29   5
30-39   6
40-49   7
50-74   8
75-99   9
100-149           10
150-999           15
1000+  *
* The character can circle the world in a single turn.

When attempting an unusual maneuver, such as running across water or up walls, the player must roll d% on the Master Table using the Rank Value of this power or the character’s Coordination +10, whichever is greater. A result of black indicates failure.

Telekinesis

The character possesses the mental ability to move objects without touching them. The upper limit of weight the character may lift with this power is the greater of the power’s Rank Value or the character’s Willpower Rank Value +10.

Rank Value    Weight
1-2       50 lb.
3-5       100 lbs.
6-9       200 lbs.
10-19   400 lbs.
20-29   800 lbs.
30-39   1 ton
40-49   10 tons
50-74   50 tons
75-99   80 tons
100-149           100 tons
150-999           200 tons
1000+  400 tons

Ranged Attacks: The character may also use this power to perform ranged attacks – by throwing an object or simply using telekinetic “force” – using the character’s Willpower in place of Coordination. A successful attack deals damage equal to the Rank Value of this power.

Telepathy

The character can read the minds of others and transmit mental messages. For all actions involving this power the character uses the greater of the power’s Rank Value or the character’s Willpower +10.
A character with this power may read the mind of any character with a Willpower Rank Value lower than the character’s Rank Value in this power or the character’s Willpower +10, whichever is greater.
A character with this power is automatically aware when someone attempts to read the character’s mind. The character may attempt to block the other telepath; both characters roll d% and add the Rank Value of this power or the character’s Willpower +10, whichever is greater.

Teleportation

The character may teleport a number of sectors equal to the Rank Value of this power in a single turn. Teleporting requires the player to roll d% on the Master Table using the Rank Value of this power. A result of black means the character arrives dazed at the destination sector and must spend the next turn recovering (the character may take no actions that turn).
If the character is unfamiliar with – or cannot see – the destination sector and teleports into a solid object – which can include the ground – the player must roll d% on the Master Table using the Rank Value of the character’s Fortitude. A result of black immediately bounces the character back to the starting sector where the character is dazed and must spend 1-10 turns recovering (taking no actions during that time). Any other result immediately bounces the character back to the starting sector where the character is dazed for one turn.

Trait Boost

Unlike Trait Increase (see p. 00), this power is a temporary boost to any one primary trait of the character’s choice (chosen at the time this power is acquired). Once each hour of game time the character can automatically boost the chosen trait’s Rank Value by an amount equal to the Rank Value of this power. For a number of turns equal to one-tenth the newly boosted value (round up), the affected primary trait operates at this new value. At the end of this time the affected primary trait’s Rank Value is reduced to one-half (round up) its normal value for 1d10 turns.

Trait Increase

Not exactly a “power”, the character increases the rank value of any two primary traits by +15 each. If this “power” is rolled twice the bonus to each primary trait chosen is increased to +20 each.

Vehicle

The character possesses a unique and exceptional vehicle. The character selects an existing vehicle (see p. 00) and then increases the Durability, Handling, and Velocity of the vehicle by one-half this power’s Rank Value (round up). In addition to this increase the vehicle possesses two special systems – weapons, unusual abilities that mimic a power, or any other equipment the Gamemaster will approve – with each system at a Rank Value equal to one-half this power’s Rank Value (round up).

Wall-Crawling

The character can move normally, either by using a specialized device or innate means, across surfaces from which most people would fall (walls and ceilings, for example). Gamemasters should inflict a row step penalty when attempting to move across a slippery surface.

Water Native (how about Amphibian?)

The character is from a watery civilization and may breathe underwater or on land. When swimming, the character moves a number of Sectors determined by the Rank Value of this power.

Rank Value    Sectors Moved in One Turn When Swimming
01-02   1 sector
03-29   2 sectors
30+      3 sectors

Weapon

The character possesses a weapon, or weapons, with a combined total damage equal to the Rank Value of this power.

Example: A character with a Rank Value of 30 in this power could own two rifles, three pistols, or a bow, crossbow, and pistol (see p. 00).

The character may possess weapons that do not appear within these rules or in existing Four Color games or supplements. Such new weapons must be approved by the Gamemaster.


Playing the Game


Master Table

Take a look at the 4C Basic System Master Table (basictable.pdf); it is the key to all actions in the game. To use the Master Table, find the appropriate Rank Value in the leftmost column, roll d%, and find your die result on the table by moving along the row. The number rolled will be in a black, red, blue, or yellow box which will give you the result:

Color  Result
Black  Failed Attempt. Your action has failed.
Red     Minor Success. Your action succeeded, but just barely; in most instances this will be enough.
Blue    Success. You have succeeded at your attempted action.
Yellow            Major Success. You have succeeded in a spectacular way. Some actions, as determined by the Gamemaster, will require a Major Success.

BEGIN BOX

Advanced Master Table

There’s an Advanced version of the table that expands the number of rows from 13 to 18. Other than the increased Rank Value groups (see p. 00) the table is used in exactly the same way as in the Basic game.
END BOX

Row Steps

A Row Step represents a shift of one or more rows up or down the Master Table in the effective Rank Value for a single action. A Row Step can be a bonus or penalty. For example, a +1 Row Step moves the effective Rank Value to the next higher row  (i.e. from 20-29 to 30-39) while a –2 Row Step moves the effective Rank Value two rows lower (i.e. from 20-29 to 6-9).

Example: Jessica’s character is trying to hit an opponent with a karate chop. The Gamemaster tells Jessica her character gains a +1 Row Step bonus due to favorable circumstances (see p. 00). Her character has a Melee Rank Value of 30-39, so for this one attack the bonus brings it to 40-49.

Altering The Dice

After a roll is made you may spend 25 points from Fortune to shift the result of a single roll one color left or right (from black to red, red to blue, blue to yellow, or vice-versa) on the Master Table. The roll you alter can be your own or someone else’s (ally or enemy). You may spend additional points to further shift the color (i.e. from black to blue or red to black) with each additional shift costing a further 25 points. Multiple characters may spend Fortune to affect the same die roll.

Example: Tony wants to reduce the result of an opponent’s roll from blue to black. This costs 50 points (two Color Shifts), but Tony’s character only has 37 points. Thus Tony can do no better than to shift it from blue to red (one Color Shift); the opponent still succeeds, but less so and Tony has 12 points remaining in his Fortune.

Combat

Combat in 4C takes place in turns, each of which covers an abstract amount of time equal to the action depicted in a single comic book panel. A character can perform any action that would fit into a standard panel including attack, dodge, or move. You may only attack once in a turn (the exception is the Fast Attack power which grants characters the ability to make multiple attacks in one turn). It is possible to move and attack in the same turn but you suffer a –1 Row Step penalty to your attack for every sector you move into unless you perform a rush (see p. 00). You may also move and dodge in the same turn but you suffer a –1 Row Step penalty to your dodge for every sector you move into.
During a turn the action takes place as follows:
  1. The Gamemaster secretly determines the actions of Gamemaster Characters.
  2. The players each state their actions for the turn.
  3. One player and the Gamemaster each roll d% to determine Initiative for their side; highest roll wins.
  4. The side that won Initiative acts.
  5. The side that lost Initiative now acts.
  6. Repeat until the combat is over.

BEGIN BOX

Optional Rule: Initiative Bonus

Each turn each side adds the highest Rank Value of Awareness of its members to the Initiative roll.

Example: The highest Gamemaster Character Awareness Rank Value is 20 while the highest player character Awareness Rank Value is 50; the Gamemaster adds 20 to the Gamemaster Characters’ Initiative roll while the player rolling for the player characters adds 50 to the Initiative roll.
END BOX

Movement

4C games are played on a map divided into individual areas known as sectors. The number of sectors a character may move in a turn is determined by the Rank Value of Coordination.

Rank Value    Sectors Moved in One Turn
01-02   1 sector
03-29   2 sectors
30+      3 sectors

Climbing: The above table assumes a character moving horizontally along the ground; if the character is moving vertically (i.e. climbing a wall) use the following:

Rank Value    Sectors* Climbed in One Turn
01-29   1 sector
30+      2 sectors
* One sector is approximately 10 feet.

Some powers grant characters special forms of movement. See the individual power descriptions (starting on p. 00) for details.

BEGIN BOX

Advanced Movement Options

In addition to moving across sectors on the map (either through walking, running, or climbing), characters may also swim and characters that move for an extended of period of time may suffer the effects of exhaustion.

Swimming

Without a special power or device, a character moves only a single sector each turn when swimming. A character that sinks may hold his breath for a number of turns equal to his Fortitude Rank Value; after that point the character must roll d% on the Master Table using the character’s Fortitude Rank Value:

Color  Result
Black  You are dying (see p. 00).
Red     You are winded; your Fortitude Rank Value drops by one Row Step.
Blue    No effect.
Yellow                        No effect.

The character must continue rolling once each turn, with a cumulative -1 Row Step penalty to his Fortitude Rank Value for each turn since he started drowning, until he reaches breathable air.

Exhaustion

A character can move for a number of turns equal to the Rank Value of his Fortitude before he runs the risk of suffering from exhaustion. The character must roll d% on the Master Table using the character’s Fortitude Rank Value:

Color  Result
Black  You collapse and must rest for 3-30 turns.
Red     You collapse and must rest for 2-20 turns.
Blue    No effect.
Yellow                        No effect.

The character must continue rolling once each turn – at a -10 penalty to his Fortitude Rank Value for each turn since he started drowning – until he rests for 10 turns.
END BOX

Melee Attacks

Hitting, kicking, stabbing, slashing, etc. are all types of melee attacks. To resolve a melee attack, determine whether or not it is a Bashing or Slashing attack.
Bashing: Any unarmed attack with fists or feet or an attack with a blunt weapon or object is a Bashing attack. Roll d% on the Master Table using your Melee Rank Value and compare the result to the following table:

Color  Result
Black  Miss. You whiff.
Red     Hit. See Damage on p. 00.
Blue    Pound. Your opponent suffers damage and may be knocked down (possibly into an adjacent sector). See p. 00.
Yellow            Concuss. Your opponent suffers damage and may be knocked out. See p. 00.

Slashing: Any attack with a knife, sword, or other sharp object is a Slashing attack. Roll d% on the Master Table using your Melee Rank Value and compare the result to the following table:

Color  Result
Black  Miss. Nothing but air.
Red     Hit. See Damage on p. 00.
Blue    Concuss. Your opponent suffers damage and may be knocked out.. See p. 00.
Yellow            Dying. You’ve fatally wounded your opponent. See p. 00.

Ranged Attacks

Includes shooting a firearm and throwing a weapon or object, in short any attack across a distance is a ranged attack. Roll d% on the Master Table using your Coordination Rank Value and compare the result to the following table:

Color  Result
Black  Miss. Wild shot.
Red     Hit. See Damage on p. 00.
Blue    Nail. You’ve hit your target; if you did not declare you were trying for the Nail then this is a Hit. See p. 00.
Yellow            Dying. You’ve fatally wounded your opponent. See p. 00.
Range: Weapons are limited in range as follows:

Weapon          Range (In Sectors)
Bow    4
Crossbow        4
Pistol   4
Rifle    8
Shotgun           2
Thrown Object                        1 sector per row on the Master Table starting with Rank Value 6-9; lower Rank Values can only throw an object in the same sector.
Power  1/10 the Rank Value of the power (round up)

BEGIN BOX

Optional Rule: Range Penalty

Count the number of sectors from the attacker to the target ignoring the attacker’s sector but including the target’s sector. For each sector the attacker suffers a -1 Row Step penalty to the effective Rank Value of Coordination for this attack.
END BOX

Rushing

To rush an opponent you must meet the following conditions:
  • The opponent cannot be in the same sector as you.
  • You must be able to reach the opponent in one turn.
If these two conditions are met you roll d% on the Master Table using your Fortitude Rank Value and gaining a +1 Row Step for each open sector you move into. Compare the result to the following table:
  • Black: Miss. You run right past.
  • Red: Hit. See Damage on p. 00.
  • Blue: Pound. Your opponent suffers damage and may be knocked down (possibly into an adjacent sector). See p. 00.
  • Yellow: Concuss. Your opponent suffers damage and may be knocked out.. See p. 00.

Wrestling

Grabbing, choking, holding, and similar attacks are all covered under wrestling. Roll d% on the Master Table using your Brawn Rank Value and compare the result to the following tables:
Seizing: Use this when you want to grab something out of an opponent’s grasp.

Color  Result
Black  Miss. You grab at air.
Red     Miss. Not quite.
Blue    Snatch. You’ve grabbed the target of your seize attempt. See p. 00.
Yellow            Shatter. You’ve grabbed the item but broke it. See p. 00.

Slipping: Use this when you’re being held by an opponent.

Color  Result
Black  Fail. You’re still held.
Red     Fail. Just for a second . . ., but no.
Blue    Elude. You’ve escaped. See p. 00.
Yellow            Turnabout. You’ve not only escaped but can also reverse the hold. See p. 00.

Struggling: Use this when you want to grab an opponent and restrain the character.
Color  Result
Black  Fail. Not even close.
Red     Fail. Just out of reach.
Blue    Hold. You’ve successfully grappled your opponent. See p. 00.
Yellow            Hold. You’ve successfully grappled your opponent. See p. 00.

Dodging

Roll d% on the Master Table using your Coordination Rank Value and compare the result to the following table:

Color  Result
Black  Fail. Not quick enough.
Red     3 Row Step. Anyone attacking you this turn suffers a -3 Row Step penalty to the appropriate Trait.
Blue    6 Row Steps. Anyone attacking you this turn suffers a -6 Row Step penalty to the appropriate Trait.
Yellow            9 Row Steps. Anyone attacking you this turn suffers a -9 Row Step penalty to the appropriate Trait.

BEGIN BOX

Advanced Combat

Block

Sometimes it’s necessary to stop Brawn with Brawn. When blocking, roll d% on the Master Table using your Brawn Rank Value and compare the result to the following table:

Color  Result
Black  Fail. Your block attempt has no effect.
Red     1 Row Step. For purposes of damage, the Rank Value of the attacker’s Brawn suffers a -1 Row Step penalty.
Blue    4 Row Steps. For purposes of damage, the Rank Value of the attacker’s Brawn is reduced by 3 row steps.
Yellow            7 Row Steps. For purposes of damage, the Rank Value of the attacker’s Brawn is reduced by 6 row steps.

Catching

There are times when a character must catch something (a falling civilian, a thrown object, etc.) When catching, roll d% on the Master Table using your Coordination Rank Value and compare the result to the following table:

Color  Result
Black  Fail. You miss. If it was an object being thrown to harm you, such as a weapon, you’re automatically hit.
Red     Fail. You’ve missed.
Blue    You catch, but possibly harm, it. You must make a second d% roll on the Master Table using Coordination; any result less than Blue means what you caught suffers damage equal to the Rank Value of your Brawn.
Yellow            Perfect catch. Good job!

Evade

Similar to dodging (see p. 00), except it applies to melee combat only, Evade is the act of weaving and bobbing to avoid an attack. Roll d% on the Master Table using your Melee Rank Value and compare the result to the following table:

Color  Result
Black  Fail. Not only did you fail but you moved into the exact spot your opponent was attacking; your opponent automatically hits you.
Red     Evade. You successfully evade the attack and are unharmed.
Blue    Superior Evade. Not only did you successfully evade the attack but you’ve also maneuvered yourself into an enviable position; on the next turn you gain a +1 Row Step bonus to your Melee roll to attack the opponent that you just evaded.
Yellow            Maximum Evade. As blue but your bonus is +2 Row Steps.

Waiting

A character that wins initiative (see p. 00) may choose to wait before acting, allowing opponent(s) to act first and then interrupting and taking an action at the best possible moment. For example, a character planning a ranged attack against an opponent may wait for that opponent to move closer (reducing the penalty associated with ranged attacks, see p. 00).
END BOX

Attacking Multiple Targets at Once

When surrounded by multiple opponents in a single sector a character may elect to attack everyone at once. Roll to attack but on a Yellow result everyone is affected as if the result was Red. Any result less than Yellow is a complete miss. This only works with melee attacks.

Damage

Any successful hit inflicts damage that is subtracted from your Damage total. When your Damage points are reduced to 0, you are Dying (see p. 00). The amount of damage an attack inflicts depends on what type of attack it is:
  • Melee Attack: Inflicts an amount of damage equal to the Rank Value of the attacker’s Brawn if weaponless; a one-handed weapon adds +5 points and a two-handed weapon adds +10 points.
  • Ranged Attack: Inflicts a number of points of damage equal to the Material Value of the item thrown. The following is a small selection of possible objects.

Item Thrown Material Value
Concrete Block           20
Steel Beam      30
Compact Car   40
Pickup Truck   50

If the attack was with a weapon it inflicts a number of points of damage as follows:

Weapon          Damage
Bow    10
Crossbow        10
Pistol   10
Rifle    15
Shotgun           25

Armor: Reduces the amount of damage suffered in an attack by subtracting the armor’s Rank Value from the amount of damage inflicted; any remaining points are then subtracted from Damage.
Example: A character wearing armor with a Rank Value of 10 hit by a punch dealing 20 points of damage suffers only 10 points of damage to Damage.

Pulling Your Punch: You can choose to mitigate the damage done by any of your attacks. Prior to attacking you state the reduced amount of damage your attack can cause and/or the level of success it can achieve. If your attack hits it does the reduced damage and if your level of success was greater than your limit, the success if reduced to your limit.

Example: Gina does not want her pistol-wielding character to kill an opponent so she states her character is pulling her punch with the pistol (shooting in a non-vital area) limiting the attack’s damage to a Nail result; if Gina’s d% roll achieves a Dying result, it is reduced to Nail instead.

BEGIN BOX

Material Value of Common Substances

Sometimes the strength of an object will come into play. In such instances, use the following table as a point of reference:

Material Value           Substance
1-2       Paper
3-5       Plastic
6-9       Aluminum
10-19   Brick
20-29   Concrete
30-39   Stone
40-49   Iron
50-74   Steel
75-99   Diamond
100+    Magical or alien substance
END BOX

Combat Results

The following is a listing of the various combat results mentioned previously.
Concuss: Compare the Rank Values of the attacker’s Brawn to the defender’s Fortitude. If the attacker’s Rank Value is greater than the defender’s the defender must roll d% on the Master Table using his Fortitude and compare the result to the following table:

Color  Result
Black  The defender is knocked unconscious for 1d10 turns. The defender loses all Fortune points and can do nothing until regaining consciousness at which point the defender immediately recovers a number of Fortune points equal to the Rank Value of Fortitude.
Red     No effect.
Blue    Same as Red.
Yellow            Same as Red.

Dying: You are dying. Your Damage points drop to 0 and your Fortitude Rank Value drops by one Row Step on the Master Table at the end of each turn until it reaches Rank Value 0, at which point you are dead. Once you’ve reached Rank Value 01-02 you can stabilize yourself by spending 10 Fortune points each turn.
If you receive aid before you die, meaning someone spends a full turn tending to your wounds, you automatically stabilize; your Damage points remain at 0 but your Fortitude Rank Value stops dropping.
Elude: You’ve escaped from the hold and may move into any adjacent sector of your choice.
Hold: You’re firmly holding your opponent. For every Turn you maintain the hold your opponent suffers a number of points of damage equal to your Brawn Rank Value.
Nail: This is a called ranged attack on a specific target. It is used for feats of marksmanship such as severing a rope with an arrow or shooting a gun out of someone’s hand; it deals damage to the target like a normal hit The attacker must state the intention to try for this result before rolling the attack. If a Nail is not declared before the dice are rolled this result is treated as a Hit. The Gamemaster has the final say on the effect of a successful Nail attack result.
Pound: Compare the Rank Values of the attacker and defender’s Brawn. If the attacker’s Rank Value is greater than the defender’s the defender rolls d% on the Master Table using Fortitude. Compare the result to the following table:

Color  Result
Black  The defender is knocked down and into an adjacent sector of the attacker’s choice. The defender must spend next turn getting up and can perform no other action.  If there’s an obstacle between the chosen sector and the defender’s current sector; and if the attacker’s Brawn is greater than the Material Value of the obstacle (see p. 00), the defender is knocked through the obstacle.
Red     The defender is knocked down in the currently occupied sector. The defender must spend next turn getting up and can perform no other action.
Blue    No effect.
Yellow            No effect.

Shatter: Unfortunately you grabbed the object a little too hard and broke it. If the object could possibly injure someone or something, such as a gun, the Gamemaster should roll randomly to determine which character – or important item – in the sector or adjacent sectors was harmed.
Snatch: You’ve grabbed the object in question and wrested it from your opponent.
Turnabout: You’ve not only escaped your opponent’s hold but can also place your own Hold on the opponent or move to an adjacent sector instead.

Gamemastering

4C is a toolkit. As such, no suggestions or information on the “art” of being a Gamemaster are provided; if you need an introduction to being a Gamemaster, or just want to polish up on your skills, it is recommended you search online for help (various RPG messageboards may prove especially useful to novice Gamemasters).

Using the Master Table

The Master Table has already been introduced in the Combat section (p.00), but the usefulness of the table extends beyond the confines of combat; the Master Table is the key to any an all actions characters perform.
When a character wants to attempt an action that will have an impact on the storyline (i.e. leap from rooftop to rooftop or notice an enemy hiding in a dark alley) the Gamemaster does two things:

  1. Decides which Primary Trait or power applies to the action. For example, Brawn for jumping or Awareness for noticing or Superspeed for running up a wall.
  2. Decides the difficulty of the action based on the following table:

Color  Difficulty
Black   Easy
Red     Average
Blue     Difficult
Yellow            Ridiculous

The player then rolls d% based on the appropriate Trait or power and compares the color result to the color needed for success; if the result equals the color or a greater color the character’s action succeeded. If the action fails, it is up to the Gamemaster to determine exactly what happens to the character as a result.
Varying Circumstances: In addition to setting the basic requirements for success, the Gamemaster can also use Row Step bonuses and penalties to reflect favorable or unfavorable conditions. The following are some suggested modifiers:

Circumstance Modifier
Hiding in shadows      -5 Row Steps to opponents attempting to notice
Jostling train    -2 Row Steps to balance along the top of the train cars
Raining            -2 Row Steps to trying to grab a wet ledge

Character Health, Hit Points, or Vitality

Characters start the game with a number of Damage points equal to the total of their first four Primary Trait Rank Values (Melee, Coordination, Brawn, and Fortitude; see p. 00). Characters lose these points as they suffer damage (see Damage p. 00) throughout the course of an adventure and may die if reduced to 0 points (see Dying p. 00).

Healing

Characters recover all damage between adventures.

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Optional Healing

For adventures that take place over a series of days, or if you’re just looking for a little more depth in your games, characters heal a number of Damage points each night equal to the Rank Value of their Fortitude.
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Fluctuating Fortunes

Characters start the game with a number of Fortune points equal to the total of their last three Primary Trait Rank Values (Intellect, Awareness, and Willpower; see p. 00). These points may be spent to affect the outcome of events in the game (see p. 00). In addition, characters may gain and lose these points based on their actions.

Gaining and Losing Fortune Points

Characters gain Fortune points for positive actions such as stopping crimes, winning fights, donating to charity, keeping appointments, rescuing someone from a fire, making time for friends, etc. The amount of points gained varies by the impact of the action as shown on the following table:

Scale  Points Gained
Personal           +5
Neighborhood +10
City +25
State    +50
National          +75
Global +100

Losing Points

Characters lose Fortune points for negative actions such as committing crimes or allowing them to happen, losing fights, failing to keep appointments, failing rescue attempts, ignoring friends, etc. The amount of points lost varies by the impact of the action as shown on the following table:

Scale  Points Lost
Personal           -5
Neighborhood -10
City -25
State    -50
National          -75
Global -100

Character Assets, Means, or Resources

Lifestyle measures a character’s wealth and access to other resources (see p. 00) as shown on the table below:

Rank Value    Level of Wealth/Lifestyle
1-2       Unemployment or state benefits.
3-5       Student or part-time employment.
6-9       Full-time, hourly wage employment.
10-19   Professional employment.
20-29   Independently wealthy.
30-39   Small corporation.
40-49   Large, international corporation.
50-74   Small nation.
75-99   Large nation.
100-149           Superpower
150-999           Global resources.
1000    Galactic resources.

In general, the Gamemaster should allow characters to procure items and services appropriate to their Lifestyle Rank Value unless it would interfere with an adventure.

Character Fame, Popularity, or Prestige

A character’s Repute is used when a character is dealing with the public; the player rolls d% on the Master Table and checks the color result:

Color  Public Reaction
Black  Unfavorable (“Get out of here you freak!”)
Red     Favorable (“Thanks.”)
Blue    Very Favorable (“That was amazing!”)
Yellow            Extremely Favorable (“You are the greatest!”)

Actions Speak Louder Than Words: The Gamemaster may assign Row Step bonuses and penalties to the d% to reflect the character’s actions prior to interacting with the public. The following are some suggested modifiers:

Circumstance Modifier
Threatening     -2 Row Steps to reactions when threatening a citizen
Friendly           +2 Row Steps to reactions when treating citizens in a friendly manner

Dealing with Criminals: The above assumes the character is dealing with law-abiding citizenry. If the character is interacting with criminals the table is reversed; a black result indicates a favorable response.

Gaining and Losing Repute Points

Each time a character stops a crime or saves a life (or, if things aren’t going well, commits a crime or kills), and the action is known to the public, the character gains or loses Repute points:

Points Gained or Lost
Thwart Criminal Activity        +1
Save a Life      +2
Commit Criminal Activity      -2

The above amounts are suggestions only. If the crime a character stopped would have affected the entire city or if the life the character saved was that of someone “important” or “famous”, the character may gain bonus points.

Vehicles

Except for those with special movement powers (see p.00), characters will need to rely on vehicles if they want to quickly cross long distances.
All vehicles are defined by three Vehicle Traits:

Durability

This Vehicle Trait is a measure of how much damage a vehicle can suffer before it is destroyed. It also doubles as armor, reducing the damage the vehicle and characters inside the vehicle suffer from an attack by its value.
This Vehicle Trait uses a numerical score (not Rank Value) that is decreased as the vehicle takes damage and increased when the vehicle is repaired; this Vehicle Trait may never drop below a score of 0 and never be raised above its starting value. Damaging and repairing vehicles is discussed on p. 00.

Handling

This Vehicle Trait measures the agility of a vehicle. This Vehicle Trait uses a Rank Value (see p. 00). Performing sharp turns or other unusual maneuvers is handled with this Trait; roll d% and compare the color result to the difficulty of the maneuver on the following table:

Color  Difficulty
Black   Easy (standard turns)
Red     Average (sharp turns)
Blue     Difficult (jumping over a broken bridge)
Yellow            Ridiculous (turning a car on to two wheels to slip through a narrow alley)

If the result equals the color or a greater color the maneuver succeeded. If the maneuver fails the vehicle crashes.
Crash: When a vehicle crashes its operator must roll for the severity of the crash. Roll d% on the Master Table using the operator’s Coordination Rank Value and compare the result to the following table:

Color  Result
Black  Vehicle crashes into an appropriate object, character, or vehicle (as determined by the Gamemaster) in the same sector in which the maneuver was attempted. If the vehicle crashes into a character or other vehicle there is a chance for the vehicle to avoid the crash (see Collision p. 00).
Red     As black but the vehicle crashes in an adjacent sector to the one in which the maneuver was attempted.
Blue    Same as red.
Yellow            Same as red.

For purposes of damage inflicted/suffered, a crash is treated like a collision. If there is nothing but ground to hit in the sector the vehicle crashes into the ground (Material Value 50).

Velocity

This Vehicle Trait measures the number of sectors a vehicle may move in a single turn. This Vehicle Trait uses a numerical score (not Rank Value).

Vehicle Combat

Vehicles are attacked like characters; roll the attack and apply damage if the attack hits. Vehicles cannot wrestle or be wrestled.

Collisions: A vehicle hits something (a character, wall, another vehicle, etc.). A vehicle’s operator may choose to purposefully hit an object (ram) and the selected target must roll d% on the Master Table using Coordination if on foot or the vehicle’s Vehicle Trait #2 (Control, Handling, Maneuvering, etc.) if operating a vehicle and compare the result to the following table:

Color  Result
Black   Failure. The target is hit and suffers collision damage.
Red     Success. The target gets out of the way.
Blue     Same as red.
Yellow            Same as red.

Collision Damage: The struck object suffers a number of points of damage equal to the vehicle’s Durability and the striking vehicle suffers a number of points of damage depending on what was hit:
  • Character: If the character has armor (either worn or natural), the vehicle suffers a number of points of damage equal to the armor’s Rank Value.
  • Vehicle: The vehicle suffers a number of points of damage equal to the second vehicle’s Durability.
  • Object: The vehicle suffers a number of points of damage equal to the Material Value of the hit object.
  • Characters Inside a Vehicle: Characters inside a vehicle that is involved in a collision suffer 10 points of damage for every sector the vehicle moved that turn prior to the collision.

A vehicle involved in a collision moves no further that turn.

Vehicle Damage and Repairs

A vehicle with its Durability reduced to 0 is completely destroyed; it cannot be repaired. Vehicles are fully repaired between adventures.

Sample Vehicles

The following is a small selection of vehicles. The Gamemaster should use these as a point of reference for vehicles of his own design.

Vehicle            Durability       Handling        Velocity
Compact Car   10        6          6 (sectors/turn)
Sports Car       10        30        12 (sectors/turn)         
Private Jet       20        10        20 (sectors/turn)

Character Advancement

As a superhero game, character advancement is slightly out-of-genre and not completely appropriate. For those of you that like advancement, though, characters may improve their traits and powers as follows:

Traits: A character may spend Fortune (see p. 00) to improve the Rank Value of traits. Increasing a Rank Value by one costs a number of points equal to the current value.

Example: Joseph wishes to increase his character’s Melee from 30 to 31. This costs 30 points.

Powers: The Rank Values of powers can be increased in the same way as the Rank Value of Traits: Increasing a Rank Value by one costs a number of points equal to the current value.

A character may also gain a completely new power – with its Rank Value determined randomly – by spending 1,000 points. This new power must have an in-game explanation (be it an accident, a new gadget, super serum, or any other means approved by the Gamemaster).

Skills: A character can gain a new skill at the cost of 250 points. As with new powers, there needs to be an in-game reason for this new skill (maybe the character has been attending night school).